addMagazine

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Add a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled, any further addMagazine commands are ignored.

Note: When you add a new weapon via scripting commands as well as the magazines for it, the addMagazine command has to be given before the addWeapon command, otherwise the weapon won't be loaded.

Arma 3 logo black.png In Arma 3, the alternative variant of this command (addMagazine ARRAY) accepts global arguments Arguments of this scripting command don't have to be local to the client the command is executed on, i.e. you can use it on the server to give remote unit a magazine with limited ammo.

Syntax

Syntax:
unitName addMagazine magazineName
Parameters:
unitName: Object - person to add the magazines to
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
Return Value:
Nothing

Alternative Syntax

Syntax:
unitName addMagazine [magazineName, ammoCount] (Since Arma 2 OA 1.62)
Parameters:
unitName: Object - person to add the magazines to
[magazineName, ammoCount]: Array
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
ammoCount: Number - Ammo quantity to be added to magazine.
Return Value:
Nothing

Examples

Example 1:
player addMagazine "30Rnd_556x45_STANAG";
Example 2:
player addMagazine ["30Rnd_556x45_STANAG", 15];

Additional Information

Multiplayer:
-
See also:
addMagazineGlobaladdMagazine_arrayaddMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeaponloadMagazine

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on August 2, 2006 - 06:59
Hoz
If the unit has magazines already, you may need to use the commands removeMagazine or removeMagazines to make space for the mags you want to add.
Posted on February 21, 2010 - 20:13
Vigilante
In turreted vehicles the magazine is added to the first turret with >> primaryGunner = 1; << set in the Vehicles turret config part (and the magazine is ONLY added to the very first turret if more than one is configged with >> primaryGunner = 1; << ).
Posted on May 12, 2010 - 20:09
Inkompetent
When wanting to add many magazines to an object's init-line it can be easier to use loops than to just repeat the addMagazine command. If you want to add N magazines to an object either of the two below ways are handy, the first for fewer magazines, and the latter when you want to add many since it then is the easiest of the two to read. {this addMagazine "magazineClassName"} forEach [1,2,3,...,N]; for "_i" from 0 to (N - 1) do {this addMagazine "magazineClassName"};

Bottom Section

Posted on November 28, 2017 - 13:10 (UTC)
Pisces_72
If adding a magazine to an empty artillery support with this command in ArmA 3, use https://community.bistudio.com/wiki/reload If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar)